Commit: 6cab58dfc259685aeca323d01d154fef592df7a0
Author: Lukas Stockner
Date:   Mon Jul 23 02:46:20 2018 +0200
Branches: temp-udim-images
https://developer.blender.org/rB6cab58dfc259685aeca323d01d154fef592df7a0

Fix GLSL UDIM functions after the merge

===================================================================

M       source/blender/gpu/shaders/gpu_shader_material.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 704bbec8498..fe57394f9af 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1894,42 +1894,50 @@ void node_tex_image_tiled_map(vec3 co, out vec4 color, 
out vec3 map)
 
 void node_tex_image_tile_linear(vec3 map, float tile_id, sampler2D ima, vec4 
in_color, out vec4 color, out float alpha)
 {
-       if (map.z == tile_id)
+       if (map.z == tile_id) {
                vec3 co = map.xyy;
                node_tex_image_linear(co, ima, color, alpha);
-       else
+       }
+       else {
                color = in_color;
                alpha = color.a;
+       }
 }
 
 void node_tex_image_tile_nearest(vec3 map, float tile_id, sampler2D ima, vec4 
in_color, out vec4 color, out float alpha)
 {
-       if (map.z == tile_id)
+       if (map.z == tile_id) {
                vec3 co = map.xyy;
                node_tex_image_nearest(co, ima, color, alpha);
-       else
+       }
+       else {
                color = in_color;
                alpha = color.a;
+       }
 }
 
 void node_tex_image_tile_cubic(vec3 map, float tile_id, sampler2D ima, vec4 
in_color, out vec4 color, out float alpha)
 {
-       if (map.z == tile_id)
+       if (map.z == tile_id) {
                vec3 co = map.xyy;
                node_tex_image_cubic(co, ima, color, alpha);
-       else
+       }
+       else {
                color = in_color;
                alpha = color.a;
+       }
 }
 
 void node_tex_image_tile_smart(vec3 map, float tile_id, sampler2D ima, vec4 
in_color, out vec4 color, out float alpha)
 {
-       if (map.z == tile_id)
+       if (map.z == tile_id) {
                vec3 co = map.xyy;
                node_tex_image_smart(co, ima, color, alpha);
-       else
+       }
+       else {
                color = in_color;
                alpha = color.a;
+       }
 }
 
 void tex_box_sample_linear(vec3 texco,

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